Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
General Discussion Recruitment Play-by-Post Play-by-Post Discussion
Pathfinder Roleplaying Game
Pathfinder Society

Pathfinder Beginner Box

Pathfinder Adventure Card Game

Pathfinder Comics

Pathfinder Legends

RPG Superstar 2015

Rigor Rictus' Carrion Crown - Game Thread

Game Master LastNameOnEarth


201 to 250 of 754 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Agnar, I see nothing that says pounce won't work with a weapon, so go for it! It doesn't seem like it should be an issue on a 10th level character.


Male Half-Elf/Kellid 3 Barbarian Wild Rager/Totem Warrior/1 Fighter Two-Handed Fighter

Cool thanks normally it is not a problem but a few DMs I have been with have said they do not let it work like that. So I ask now.


Just want to let everyone know that in the Campaign Description I'll be keeping a recap of the major events in the campaign, and also listing your current trust score and it's translation into how you're regarded in the town.


Female Human Master Summoner 4 (AC: 16 [T: 12 /F: 14]; CMD 15; HP: 17/23; F+0, R+3, W+6 [+8 vs Fear]; Init: +2; Perc: +2)

Delia is leveled

Gained:
7 HP
+1 BAB
+1 Will
5 Skill points
- Diplomacy
- Know Arcana
- Profession Cook
- Spellcraft
- UMD
Feat: Augment Summoning
0th-lvl spell, Light
1st-lvl spell, Life Conduit
and 1 more spell/day


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Val is now level 2...

+13 hp
+1 BAB
+1 Fort and Ref saves
7 Skill Points (climb, perception, ride, sleight of hand, stealth, survival, swim)
Ranger Combat Style Feat - aspect of the beast (claws)

As mentioned a while back, you said it would be okay to swap out Imp Unarmed Strike once I had the claws, and have Aspect retain the prereq for Imp Grapple... how do you want to work out retraining?


I don't think that the feat has actually been utilized yet, so you can go ahead and swap it out now.


HP 52/52 | AC 19 (T 12, FF 17) | CMD 15 | F +7 | R +4 | W +12 | Init +9 | Per +14

Zhan
Level 2

+10 HP
+1 BAB
+1 to Fort and Will Saves
8 Skill points (Diplomacy, Heal, Perception, Sense Motive, Knowledge: Arcana/Dungeoneering, Spellcraft, Survival)
Combat Style: Firearm - Deadly Aim
Cunning Initiative (Add wisdom to Init)
Detect Alignment (at will)
Track
0 level spell: Read Magic
1 level spell: ?


Kirill
+1 Base Attack Bonus
+8 Hit Points
+1 Reflex Save
+12 Skill Points (Acrobatics, Appraise, Bluff, Diplomacy, Disable Device, Escape Artist, Perception, Sense Motive, Slight of Hand, Stealth, Swim, and Use Magic Device)
Evasion
Rogue Talent: Trap Spotter


Male Half-Elf/Kellid 3 Barbarian Wild Rager/Totem Warrior/1 Fighter Two-Handed Fighter

+1 base attack bonus
+14 hp
+1 Fort Save
+4 skills
I took knowledge nature and capped it out by using favored class bonus.
Wild Fighting
Rage Power: Less Beast Totem.


So far everything looks good. Sagaar needs to level up, and Delia, did you improve Father yet?


Female Human Master Summoner 4 (AC: 16 [T: 12 /F: 14]; CMD 15; HP: 17/23; F+0, R+3, W+6 [+8 vs Fear]; Init: +2; Perc: +2)

As a master summoner he will not increase until I'm level 4. He goes half-power for my better summons.


Things are disappearing and appearing on my focus list again. Redotting.


Male Half-Elf/Kellid 3 Barbarian Wild Rager/Totem Warrior/1 Fighter Two-Handed Fighter

I keep getting things on my focus list stop giving me your focus list Ringtail.


I've lost the ability to remove things from mine; the button doesn't work. I can only add, add, add. However, the things I want to keep track of, notably my game threads, keep getting sucked into the internet black hole. Either that...or you're a thieving bugger.


Male Half-Elf/Kellid 3 Barbarian Wild Rager/Totem Warrior/1 Fighter Two-Handed Fighter

I could not remove things and I am not a thieving bugger. I have just been blessed by the random dice gods today.

Spoiler:

If you have no idea what I am talking about look at what I rolled in the RotRLs thread.


Just checked it:
I noticed no exclamation of "Freaking dice!" this time around. :P


I've posted my current houserules in the Campaign Information thread. I think that everyone should be okay with them, though if you think any of them are grossly unfair, I'm prepared to discuss it with you. A quick explanation of the reasons behind the rules...

Weapon Finesse: This just seems like the way it should have been from the start, to me. It prevents a common feat tax, and at the cost of a feat, dex-based warriors can get a little help with damage.

Athletics: This is one of the few things I really liked in 4E. I feel that this streamline was simply one that should have happened, and that Acrobatics was just a little too good as a skill. This affords a slight out-of-combat niche to the strength-oriented classes without such a skill sink, as well as taking some of the uber out of Acrobatics. You may re-allocate skill points at this point if you desire to take ranks in Athletics.

Alignment Detection: I've always preferred a more investigative approach to determining whether someone is good or evil (especially given the nature of this game), and want the fluidity of mortal alignments to be reflected in the magic system. I realize this might be the one change people may take issue with, though I encourage you to give it a try before railing against it.

Called Shots: Like it says, I just don't want to dive into this system too fast.


Kirill had 1 rank into each climb and swim. After combining them into athletics I've reallocated 1 of those points into use magic device (bringing it to 2 ranks) and leaving 1 in athletics to keep the trained bonus and keeping him at +5, which is about as proficient as I see him being (for now). Quick question though- since I don't need a whole lot of feats to complete my concept, I was looking at several skill buffing feats to round the character out as he levels up. Athletic normally gives a +2 to climb and swim. Will it give +2 to athletic and another physical skill (like acrobatics, escape artist, or stealth), or +2 to climbing and swimming while using athletics. It may influence whether or not I decide to take it.

The weapon finesse rule is one that is similar to one that I use in my home games and advocate in the forums. I've thought about using in my PBP as well (but have up until now kept them mostly RAW). Kirill is now a bit more comfortable getting into melee- that +1 STR modifier would only get him so far. Quick question though: Your thoughts on the gang up feat? Do you need only 1 ally threatening the target in melee (since you would count as your own ally and thus be the 2nd needed by the hard reading of the rule) or do you require the much more common ruling (as I am to understand) that the intent is to need 2 allies other than yourself? I doubt it will much matter since there is a master summoner in the party, but again, it may influence whether or not I take the feat chain.

I don't have much input on the detecting alignment rules. I like that intent takes precedence over overall nature though.

And as a rogue archer, again, I salute you for using called shots at all.


I'm afraid I'm not familiar with the Gang Up feat. Could you point me to it?

As far as Athletic goes, I hadn't considered that. More likely than not, it will provide +2 to Athletics and one other skill - I just need to think over which skill would make the best candidate.


Male Half-Elf/Kellid 3 Barbarian Wild Rager/Totem Warrior/1 Fighter Two-Handed Fighter

Rules seem fine with but the alignment one. If this is how magic works and people know this than why would a bad guy think evil? He would just do something like a mob boss send his goons to do it so he does not have to think about it. Which is a bit counter productive to the whole thing since you cannot connect a mob boss to anything cannot do anything to him because than you get trouble with the law.


Orlok Jr wrote:

I'm afraid I'm not familiar with the Gang Up feat. Could you point me to it?

As far as Athletic goes, I hadn't considered that. More likely than not, it will provide +2 to Athletics and one other skill - I just need to think over which skill would make the best candidate.

Gang Up from the APG


Alright, I'm considering one of two options as far as Athletic goes. The first is to rename it to something like "Outdoorsman" and have it provide a bonus to Survival in addition to Athletics. That's the most likely route right now, and any prestige or feat that would normally require Athletic as a feat would instead require either Skill Focus (Athletics) or this new feat, on a case-by-case basis.

The other one I'm batting around is probably a bit too good, but I was thinking of scrapping both Athletic and Acrobatic (because who really wants that Fly bonus?) and rolling them into a single feat called Physical Conditioning that gives a +2 bonus to Athletics and Acrobatics.

Thoughts?

Ah, and I think I'm going to have to say that yes, you need to have two OTHER allies threatening an opponent for Gang Up to work.


Orlok Jr wrote:

Alright, I'm considering one of two options as far as Athletic goes. The first is to rename it to something like "Outdoorsman" and have it provide a bonus to Survival in addition to Athletics. That's the most likely route right now, and any prestige or feat that would normally require Athletic as a feat would instead require either Skill Focus (Athletics) or this new feat, on a case-by-case basis.

The other one I'm batting around is probably a bit too good, but I was thinking of scrapping both Athletic and Acrobatic (because who really wants that Fly bonus?) and rolling them into a single feat called Physical Conditioning that gives a +2 bonus to Athletics and Acrobatics.

Thoughts?

Ah, and I think I'm going to have to say that yes, you need to have two OTHER allies threatening an opponent for Gang Up to work.

Most do on gang up, but I figured that it would be worth checking. For this game, as long as Delia's around, I doubt it will be an issue anyway if I go that road.

With the changes, giving +2 to athletics and acrobatics would be quite a bit better than the original feat, but only marginally better than skill focus (acrobatics) since the climb and swim DCs are generally fairly low for physical based characters. +2 to athletics and survival is probably more balanced since anybody ranking up survival will have a good enough modifier to succeed at tracking and foraging anyway, and survival isn't nearly as combat focused as acrobatics.


I'm inclined to agree. Alright then, Athletic shall be replaced by a feat which grants +2 to Survival and Athletics checks.


HP 52/52 | AC 19 (T 12, FF 17) | CMD 15 | F +7 | R +4 | W +12 | Init +9 | Per +14
Agnar wrote:
Rules seem fine with but the alignment one. If this is how magic works and people know this than why would a bad guy think evil? He would just do something like a mob boss send his goons to do it so he does not have to think about it. Which is a bit counter productive to the whole thing since you cannot connect a mob boss to anything cannot do anything to him because than you get trouble with the law.

This, and then more so.

It will probably come as no surprise that I would object, since my character is likely to be the only one directly affected. Nonetheless, I do object, must object strenuously, for a wide variety of reasons.

Conceptual: I have played in games that used a similar set of rules to this idea, but with a key difference: those campaigns used this idea from the outset, since the ruling affects some significant class abilities (particularly for Paladin and Inquisitor) and would influence class selection, and those campaigns also combined the idea that mortal (non-supernatural creatures) do not have alignments. It is an interesting idea, and one that works well when incorporated into a proposed setting, but varies rather strongly from the core rules, and alters or eliminates several abilities as mentioned above. With no alignments, there are no alignment requirements for classes and such, and it makes sense that you cannot sense a regular creature's nature. In this case, how would a Paladin's smite evil work? Only on a person in the middle of an evil act? What if he is not truly evil, but driven to a specific act by circumstances? What if someone is evil, but is performing a morally ambiguous act? What if you think an action is evil, but the perpetrator disagrees? What if the act is for "the greater good"?

Practical: There is no way to use this version of Sense Alignment in any useful way. The sheriff we are presently talking to could be a Chaotic Evil member of the Whispering Way, sent to this village months or years in advance to establish a position of power. However, since his mission requires him to maintain a cover and act out his role as sheriff, he would detect as Lawful almost all the time. In the case of supernatural creatures, Inquisitors gain the Monster Lore ability as well as many knowledge class skills to be able to identify creatures (particularly so he can use the correct Bane ability on them). So, if he encounters a supernatural creature with an alignment descriptor, he already knows what its alignment will be, and has no need to do a Detect spell. To ever find out someone were evil, he would have to be continuously casting the spell at all times in all situations, hoping and waiting that someone will have an evil thought just while he happens to be looking at them. Even then, how does he know that it has anything to do with the situation at hand? Everyone has dark or evil thoughts at times, and so if he sees a man in a tavern register evil, is he truly evil, or is he a jaded man thinking of hurting his lover, or a thief planning to rob a store, or a man thinking about some evil act he did in the past? Since the Inquisitor would have no way to know, the knowledge that the man had had an evil thought becomes meaningless, and no Inquisitor would ever use it, since it would likely just confuse you and muddy the water of any situation.

Mechanical: Obviously, the ability to tell an NPC's alignment is a huge advantage in terms of being able to tell whether an NPC is trustworthy or not. I knew that this would be a investigative heavy game, and chose an investigative oriented class for that reason. This particular ability allows the Inquisitor uncommon insight into which witnesses are trustworthy, who to believe, whom to go to for help, who to treat with skepticism, and who to outright distrust. Zhan is a Lawful character and believes in judging someone on actions and evidence, and not just on alignment. It has always bothered me a great deal that some GM's allow Paladins to go around killing people or creatures just because they were evil. The law should arrest them for assaulting or murdering a man without cause or proof of a crime, being evil is not a crime, just as thinking dark thoughts is not a crime. Knowing who is evil only gives you a context for how you should think of people, react and interact with them, until proof is gathered. I believe that this is likely the Inquisitor's most powerful non-combat ability, and it has now been rendered unusable. You have been very accommodating allowing me to develop my own archetype, but instituting a change such as this has a very significant impact on the character's utility, without doing anything to offset that disruption to the class balance.

I don't want this to be just about me, but it does affect me a great deal. I think that this is much too large a change the mechanics of the world to throw in off the cuff.


Alright, I guess you do have a point about me springing this on you suddenly. We'll go ahead and go with RAW for alignment detection (the results of your abilities are still unchanged - Caeller showed up as Lawful, and neither showed up as Evil or Good).

I guess I'm just worried that PCs will get into the mindset of "Is it evil? Yes? I kill it!" which I've seen happen far too often in other games. As long is things don't devolve to that point, I'm content.


Male Half-Elf/Kellid 3 Barbarian Wild Rager/Totem Warrior/1 Fighter Two-Handed Fighter

Agnar will Hulk Smash people who do that if you like. I tend to not go it evil, KILL IT unless it goblins, demons, orcs or undead. Granted 99.99% of the time those things will be attacking you anyway so does help to clear all that up.


HP 52/52 | AC 19 (T 12, FF 17) | CMD 15 | F +7 | R +4 | W +12 | Init +9 | Per +14

As I said, I strongly dislike the, 'It's evil, lets kill it,' mentality. There are all sorts of occasions in real life where we know a person is evil, but are unable to do anything about it because their is no evidence against them.

In a recent campaign, I had a Paladin who negotiated a treaty with a group of goblins who were raiding along a road. They felt they had the right because the travelers were moving through their land. If they'd be human, a toll or tax would have been fine, but because they were goblins, there was a kill them all vibe.

Some of the players in the group took exception to what I had done, and even went to far as to say I should lose my Paladin abilities because I had negotiated with evil creatures instead of smiting them, even though all sources agreed that they had been minding their own business until their territory was violated, and there were no other complaints against them, or indication that they had or would harm anyone who wasn't walking directly through their land. Of course, I'm a fan of the Goblins webcomic, so I have a soft spot for goblins.

Any Paladin who kills someone he says is evil without being able to prove it, should be strung up on a gibbet, or at least be run out of town.


Male Half-Elf/Kellid 3 Barbarian Wild Rager/Totem Warrior/1 Fighter Two-Handed Fighter

And that demon is why you smite demons no ifs ands or buts about it.


HP 52/52 | AC 19 (T 12, FF 17) | CMD 15 | F +7 | R +4 | W +12 | Init +9 | Per +14

Demons and supernatural creatures are different of course. I tend to view mortals as capable of evil, but potentially redeemable. Demons and immortal creatures are inherently and completely evil, and should be destroyed on sight if it can be done.


Male Half-Elf/Kellid 3 Barbarian Wild Rager/Totem Warrior/1 Fighter Two-Handed Fighter

See that is cool but the game does not assume that. The designer have stated more times that I want to count that the game assumes some races are just evil and there are no different beings. Granted people can play it different and I find it odd that the designer made it this way. I just think it is weird they did it that way.


I suppose I ought to throw in my two cents, since the way I interpret good and evil alignments will likely have some small significance in the campaign. Here's the way I usually play it...

Beings with an aligned subtype cannot be any alignment other than that subtype. These are usually outsiders, which I interpret as physical manifestations of an ideal - they are incapable of being anything else. Their alignment cannot be changed naturally, only with powerful magic, and when that occurs, their subtype instantly changes and in the case of outsiders, they begin a slow transformation into a different type of being (so if you nail a Succubus with a Helm of Opposite Alignment, for example, she begins a very slow - likely centuries long - transformation into an angelic being). Note that this applies only to creatures with an actual aligned subtype, not all outsiders.

As far as mortals go, they are generally capable of deviances from the norm and of radical changes in their alignment, with a few exceptions. A few creatures simply have physiological quirks that make a good alignment difficult at best. A perfect example from 3.5 was the mind flayer. Lords of Madness explained that due to the way their brains are wired, they are literally incapable of feeling benevolent emotions, making alignments other than evil impossible for them. The only commonly encountered creatures for which I have a similar interpretation are goblinoids. Due the the psychotic way goblins and bugbears have been presented in PF, I play them as have a natural chemical imbalance that sparks their psychotic and sadistic urges. These creatures require magic aid in order to change alignment, though it need not be quite as powerful as that required to redeem an outsider with an aligned subtype. Ogres are also usually a pretty safe bet for being 'always evil' in any campaign I'm running.

As far as slaying beings generally considered to be evil, I take into account the world in which the characters live - one that has goblins, orcs, drow, and devils running about. It's not really a place where we have the luxury of politically correct thought, and I don't necessarily always apply modern conventions of morality to a setting dealing with medieval fiction. Even though I abhor the "it's evil, kill it" mentality, I generally consider this characteristic of a neutral alignment at worst when it is applied to monstrous races. Basically, think of the various PC races being locked in a perpetual state of war with the monstrous demihumans, with expectations of local society coming into play where appropriate. Think of orcs and goblins and whatnot as you would an enemy solider, and you'll get a good idea of what will and will not fly for good characters in my game. You come across a band of armed orcs in the woods and handily dispatch them with no questions asked, and it's considered fairly standard, provided you don't torture or otherwise brutalize them. A clearly unarmed band, however, or one containing a large number of non-combatants, is another story, just as it would be to ventilate a goblin approaching a town gate bearing a flag of truce or surrender.

That being said, I'm certainly not going to fault a good-aligned character for taking a more even-handed approach to such creatures. A more open attitude towards the "savage" races in this game would be best described as uncommon but not unheard of. You'll probably frustrate a few people, but most of them will just shrug their shoulders and think you're weird - they don't mind as long as the problem's been dealt with.


*Sigh* Sorry, falling way behind pulling myself every which way. I'll catch up and try to remain recent this evening.


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Regarding the splitting up/sticking together discussion.

1. Given that we have been attacked *in town* by an undead, reanimated friend, I don't think that staying together as a group is silly or a stretch of realistic reaction to the situation. Think about it... our good mentor was just sent against us in his own home; we know there are secretive foes in/around town, and we certainly suspect people IN town - why would be be cavalier about that?

2. When I hang around with my friends, often in a gaggle of 5-10 of us, we go out as a group, move around as a group, and don't get odd looks. In game, we have a mission together, people know we're linked to each other and the professor - why would they care if we're moving around town together?

3. In a PbP game, I agree that we can be more liberal with sidebars and spoilered discussion because the slow pace of the medium makes it less disruptive than they can be in a tabletop game... So I make a point of not reading posts/spoilers that my character isn't privy to. But if Val asks "What happened?", should I get an IC explanation, or do I just go a read all the posts I missed?


Kirill needs to bow out for now I'm afraid. I thought after lightening my load by dropping a couple of games I would still be able to commit to a few, but with all that I have going for the time being I can't really split my attention enough ways, and I needed to make the difficult choice of choosing between playing here and continuing to run my own PbP and it would be unfair to my players to stop a campaign that has been running for months, especially with the great group that I have. I hope that at some point (after I move next week and after my work load lightens up by finishing my current project) I will be able to play regularly in several games again, but right now it isn't right for me to be sucking up a spot in an excellent game when I won't be able to regularly contribute. I apologize and hope to be back in a few weeks/months, if possible. :(


Female Human Master Summoner 4 (AC: 16 [T: 12 /F: 14]; CMD 15; HP: 17/23; F+0, R+3, W+6 [+8 vs Fear]; Init: +2; Perc: +2)
Valachi wrote:
1. Given that we have been attacked *in town* by an undead, reanimated friend, I don't think that staying together as a group is silly or a stretch of realistic reaction to the situation. Think about it... our good mentor was just sent against us in his own home; we know there are secretive foes in/around town, and we certainly suspect people IN town - why would be be cavalier about that?

Yes, we were attacked, and there are secretive foes about town, so it would be in our best interests to be secretive as well. Not openly traveling all together in a gaggle. By being huddled together, we let them know our every move. During daylight, we can probably safely assume that moving about town as singles or pairs, we would not be openly assaulted by said secretive enemy.

Valachi wrote:
2. When I hang around with my friends, often in a gaggle of 5-10 of us, we go out as a group, move around as a group, and don't get odd looks. In game, we have a mission together, people know we're linked to each other and the professor - why would they care if we're moving around town together?

When you hang out with your friends, in what size of a community, and how common are strangers or groups of people together? Remember, the PC's are in a small, xenophobic community, where half of them suspect us anyways. Put it in a modern perspective. Think of a small suburban community, where a group of 5-10 inner city youth come traveling through. Do you think the community is going to think nothing of it, or will old ladies be peering out their curtains to see what those "hoodlums" are up to? To the people of the town, we are the hoodlums that bring trouble to the neighborhood.

Valachi wrote:
3. In a PbP game, I agree that we can be more liberal with sidebars and spoilered discussion because the slow pace of the medium makes it less disruptive than they can be in a tabletop game... So I make a point of not reading posts/spoilers that my character isn't privy to. But if Val asks "What happened?", should I get an IC explanation, or do I just go a read all the posts I missed?

If Val asks what happened, I personally would prefer he get a PC retelling of the information, as it would be colored by the perceptions of the PC itself. If all else fails, the PC could say "I tell him everything" meaning if you had been reading along you get it all, or you could go back and read it. Me, I admit I read the spoilers, but use them as "Okay, only [PC name] and [PC name] know this". So, as of right now, Delia has no real issues with Gibbs, and barely remembers who he is, because she didn't deal with him at the tavern, nor did she see the exsanguinated rat behind it. To her, these bear no relevance to her decision making, but I still know what happened so that if Zhan wants to tell me what went down at the tavern with a "I fill the rest of the party in" then I am prepared.

In the end, it just feels a little too cliche to go everywhere and do everything as a group, when I don't think Delia would personally agree to it in the first place. Would she prefer that her and Kendra have a bodyguard wherever they go, sure, but she doesn't think that Zhan needs one to go talk to Father Grimbarrow. When we leave town, to inspect the prison, or went to the mausoleum, yes, because we were investigating and using everyone's skill set at one location. Around town we use our skillsets in all different places in different ways, and IC most likely do not expect to be attacked in the middle of day about town.


Male Half-Elf/Kellid 3 Barbarian Wild Rager/Totem Warrior/1 Fighter Two-Handed Fighter

Problem with everything you just said is with Agnar. He does not give two hoots about what is normal he will follow along as a bodyguard unless you are at the house. When he knows he will not be much use though he will stay behind. As for the group attacking us they attacked the house when most of us were out of the house. It is not that hard from the characters to think "oh so they attacked us when we split up". Being secretive does not much help here. The town folks will always be watching because they are a small xenophobic community. As for being attacked in the middle of the day Agnar waiting for it to happen.


Kirill Innokenti wrote:
Kirill needs to bow out for now I'm afraid. I thought after lightening my load by dropping a couple of games I would still be able to commit to a few, but with all that I have going for the time being I can't really split my attention enough ways, and I needed to make the difficult choice of choosing between playing here and continuing to run my own PbP and it would be unfair to my players to stop a campaign that has been running for months, especially with the great group that I have. I hope that at some point (after I move next week and after my work load lightens up by finishing my current project) I will be able to play regularly in several games again, but right now it isn't right for me to be sucking up a spot in an excellent game when I won't be able to regularly contribute. I apologize and hope to be back in a few weeks/months, if possible. :(

Sorry to hear it, Ringtail. Best of luck in your project, and I hope we see you back in a month or two. If your load does lighten, by all means let us know!

For now, we'll relegate Kirril to an NPC in the town. He'll be assumed to be keeping watch over Kendra.

To all those other dudes.

Well, with Kirill's unfortunate departure, what do you guys want to do about this open spot? Do we fill it, or do we want to keep trucking with 5 guys? If you need, take a day or two to mull it over, but I want to make sure that we've got it figured out before the party starts delving into the dungeons in earnest.

Also, one other topic I feel ought to be addressed, which is Sagaar's status within the game. When we started, we were shooting for one post per day, and I know that many of us (myself included) have been falling short of that mark, but Sagaar, you have been posting very rarely since we started, and when you do, it's often entirely OOC. I've been tiptoeing around this for a while, but we're now down 1 PC, and the party will be engaging in regular combat and dungeon exploration soon, and in this adventure, someone with Sagaar's abilities will be sorely needed. I probably should have said something sooner, but I have to ask if you would be willing to post a little more frequently. I understand that between issues in our personal life, school, and/or work it's difficult to keep up at times, but if your schedule is such that you cannot allow more frequent posting, it might be that a PbP is not the wisest investment of your time.


Male Half-Elf/Kellid 3 Barbarian Wild Rager/Totem Warrior/1 Fighter Two-Handed Fighter

If no one had noticed yet my characters like to watch people talk why I do not post. I like to hear what the others have to say first before saying something unless it is important. As for Sagaar he was telling me yesterday that he got really busy with stuff and most days he does not get home until late.


HP 52/52 | AC 19 (T 12, FF 17) | CMD 15 | F +7 | R +4 | W +12 | Init +9 | Per +14

Ringtail, it's too bad to hear that you will be withdrawing, but I'm glad to hear that you'll be continuing with our other game. I've enjoyed your characterization of Kirill, so hopefully you will be able to rejoin us at some point.

As for Sagaar, I will withhold comment until we hear from the man himself.

Kirill leaving does leave us in bait of an awkward spot, as we no longer have a traps specialist. Zhan can fill to an extent as skill monkey, but lacks most of the thieving skills, since we had Kirill here to take them. Sagaar leaving would be trouble as well, as Zhan is a secondary healer at best.

The paths are supposed to be balanced for a party of 4, so we could potentially continue on as before. I would say that if only Ringtail goes, we should carry on and make do, but if for some reason Sagaar thinks he cannot continue to keep up with contributions, then we can recruit for 1 or 2 more as appropriate.


Male Human Ranger (Shapeshifter) 3 { AC 13 | 18 of 35 hp }

Agree with Zhan's input.


So I'm going through PC histories to try and find points that can be folded into the AP, and I was wondering if you guys had anything to add to your character histories, or anything specific you'd like to see resolved in regards to your characters?

So far, Delia's history is by far the easiest to work into the AP, with a murder mystery and a missing parent. I was wondering where Delia grew up though? If she was one of the Professor's students, did she live in Caliphas?

Valachi also has some good leads, given his mysterious origins.

Zhan and Agnar are a little trickier. Zhan's past experience might create some interesting side effects when dealing with the myriad of necromancy effects in the campaign, but beyond that most of his issues have been resolved.

I'm still trying to nail down something more personal for Agnar. I love the backstory, but nearly everything in it has been resolved, and so far I've pretty much just got his experience with demons and his barbarian upbringing to work with. Broad concepts like that are no problem, but if you'd like to add a mystery or two to Agnar's backstory, I'd be happy to work them into the campaign.


Female Human Master Summoner 4 (AC: 16 [T: 12 /F: 14]; CMD 15; HP: 17/23; F+0, R+3, W+6 [+8 vs Fear]; Init: +2; Perc: +2)

When I wrote her background it was for another CC game, and I told that GM, but forgot to tell you, that I left her parent issues open to use as you will. Her father murdered could be tied in, and where her mother went as well, maybe a cultist.

I didn't really have a town picked out, mostly a small town like this one, as she traveled to the university to study and was therefore away from her father a lot due to her school. It was a big enough city to have nobles take notice of her father's work, or just near enough of one. I'm not familiar enough with Golarion to put a name to it.


Male Half-Elf/Kellid 3 Barbarian Wild Rager/Totem Warrior/1 Fighter Two-Handed Fighter
Orlok Jr wrote:

Zhan and Agnar are a little trickier. Zhan's past experience might create some interesting side effects when dealing with the myriad of necromancy effects in the campaign, but beyond that most of his issues have been resolved.

I'm still trying to nail down something more personal for Agnar. I love the backstory, but nearly everything in it has been resolved, and so far I've pretty much just got his experience with demons and his barbarian upbringing to work with. Broad concepts like that are no problem, but if you'd like to add a mystery or two to Agnar's backstory, I'd be happy to work them into the campaign.

Agnar is a barbarian from the north. There really is not much to his life. The whole idea for the character is to be the action hero type that will not lose his cool when stuff gets weird. I figured everyone else was building horror into their characters and might be effected. So I made it that something much worse than undead effected his life so whatever they see will not bother him.


HP 52/52 | AC 19 (T 12, FF 17) | CMD 15 | F +7 | R +4 | W +12 | Init +9 | Per +14

I had a few ideas for some loose ends attached to Zhan's origin story. As you had hinted at one point, it is possible that the Necromancer who killed me was not defeated by Petros and his companions. Petros said they did, but I wasn't there to see it. Zhan has been reading his journal a great deal during his spare time lately. What if he came across a reference Petros wrote such as:

Journal:

"I saw my old friend Zhan again today. He was visiting from the south on some mission of his, seeking information on the differences between ghouls and ghasts. I hope he isn't getting into something over his head. Since I first met him, he has become obsessed with his new mission, and seeks out any signs of necromancers with a fervor. I am forced again to question my decision to lie to him about the fate of his abuser. I thought that by telling him we had brought him to justice it would give him a measure of peace and allow him to resume his old life, but it was not to be. I have met few with such single minded focus, which must be why I enjoy his company. What would it do if I were to tell him now? Would he be wroth with me, or would he know what I had been trying to spare him? Would the knowledge that his murderer still ran loose inspire him to new heights as he strove to hinder him, or would it undercut his sense of purpose, and cast him adrift anew? I am afraid that I will put off the decision yet again, as I am loath to reopen those wounds, as I am to face the anger of a good friend and lose him as well. Ah, well, I lent him my copy of Morgan's Treatise on the Stages of Undeath, and he seemed to find what he was looking for. Tonight he will dine with me and my little Kendra; she is always happy to see him and hear his stories."

When I was looking through the campaign traits, I saw the Lost Love trait from one of the other paths. It didn't work, but it gave me an idea. - Before his initial death, when he was living and working in a village, he may well have been married. What happened to his wife? Was she murdered in the attack? Reanimated like Zhan? Missing entirely? Did zombie Zhan kill her himself, or think he did? Maybe she was a cultist, and had something to do with bringing the Way to his village. It leads to some interesting possibilities, and lots of loose ends. I can think of at least a few interesting ways it could go.

Here's my personal favorite:

Orlok only, if you please - others please refrain from reading:
My wife was a member of the Whispering Way, hiding away in a small village where none would seek her. She married the undertaker, which provided her with quiet, as many of the other village ladies would not seek her company, and with access to corpses on which to perform her experiments, and continue her studies over death. A keen woman, she worked hard and was able to hide her studies entirely from her husband, who was far too trusting of her. They had a child together, a little girl, with whom he was obsessed and easily distracted. When she was ready, she called her associates to her in order to assist her in a ritual she had devised to achieve the transition to Lichdom. Having fulfilled his usefulness, she instructed her companions to kill her husband along with the other villagers. The child might prove useful still, and so remained alive. Unfortunately, a band of adventurers followed her men to the village, and were able to defeat him, their servants, and disrupt the ritual. In the process, key components, very rare components, were lost, and she could not do the ritual without them. Having the knowledge she needed, but not the resources, she moved to a new city and married a rich tailor, who was willing to adopt her daughter, and raise her as his own. Adopting the persona of a pious seeker of the faiths, she was again able to travel to and fro without arousing her husband's suspicions. After siphoning a good portion of his wealth, which she reported were donations to her faith, she left again to seek out the component that she needed, on a "pilgrimage", leaving the child in the care of her step-father. Later, she realized she would need a blood sacrifice, one of her line, to make the ritual work. Not willing to risk her own life should the ritual fail to work, she returned to her last husband to reclaim her daughter, only to find her absent. In anger, she murdered her husband and moved on, unknowingly leaving the daughter behind as well.

This story creates a nasty recurring villain, incorporates two background stories, and adds a whole other aspect to Delia and Zhan's little rivalry.

What do you think?

For everyone else that read this despite the title, for shame... but you might as well add your 2 cents.


Zhan, I love your idea, but I might take a couple of liberties with it, if that's alright.

Delia, I'll try to nail down an appropriate town, though you would likely have traveled to Caliphas for your studies.

Agnar, that's all cool. I have a couple of ideas that I can tie Agnar into using his general character and background, but if you come up with anything more specific, let me know.

Now, as far as Sagaar, it's been a few days now and we haven't heard from him. At this point, my inclination is to open a thread to find one new character, bringing the party total to five, before heading into Harrowstone, because we'll need everyone active in the dungeon, and I just don't think that it's a commitment he will stick with. So, I was wondering what the rest of you thought on this, and, assuming we look for a new guy, what do you want to add to the party? Currently, we are missing...
A dedicated healer.
Someone with thief skills (mostly concerned with disable device)
A full caster (No one in the party has maximum casting progression).

I don't think that these three roles can be reasonably filled by a single character without strictly dictating what people can apply with, which I hate to do, so how much stress do we want to place on finding a healer, and how much on finding a thief? If we get another secondary healer, would Zhan be comfortable sharing healing duties between them? Would the party be willing to operate without a dedicated thief-character?


Male Half-Elf/Kellid 3 Barbarian Wild Rager/Totem Warrior/1 Fighter Two-Handed Fighter

I have no heard anything from Sagaar in the last few days. Alright so I am going to use my previous knowledge of this AP and go with Healer. Trust me do not ask I will not tell you but a Healer.


I agree that we definitely someone who can heal. The question is what constitutes a viable healer for you guys. A cleric is the classic choice, but oracles usually work too, and what about a druid or a witch? With the inclusion of archtypes, we've got songhealer bards. Do you consider paladins to be viable healers with their lay on hands in PF? I usually prefer to place as few restrictions as possible during recruitment.


Male Half-Elf/Kellid 3 Barbarian Wild Rager/Totem Warrior/1 Fighter Two-Handed Fighter

To be honest a Paladin might have a rough time during the AP. Cleric, Druids or witch work well. Witches help the party greatly with their debuffs. Yes I have seen a witch save the day because of evil eye + crackle. Bards would work I guess I do not really know much about bards though.


Alright, I think I've got a few things cooked up for the story arc. Zhan, once again, your idea is brilliant.

I want to restructure the campaign a little after this, which might take a couple of days to do. I think that the new private service for Professor Lorrimer (held tomorrow in-game) would be the perfect time to introduce a new character to the game, so my proposal would be to take two or three days to find a dude, during which I'll be rewriting a few things and working a couple of new elements into the plot. Yes? No? Maybe?

We'll conclude the rest of this in-game day before that, of course.

201 to 250 of 754 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Paizo / Messageboards / Paizo Community / Online Campaigns / Play-by-Post Discussion / Orlok Jr's Carrion Crown Discussion All Messageboards

Want to post a reply? Sign in.

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.